DirectXTK now supports loading and drawing 3D models

<p><a href="http://blogs.msdn.com/b/chuckw/" target="_blank">Chuck</a>, awesome fellow that he is, has been slaving away on a 3D model loading solution for the <a href="http://directxtk.codeplex.com/" target="_blank">DirectX Tool Kit</a>.&nbsp; Documentation <a href="http://directxtk.codeplex.com/wikipage?title=Model" target="_blank">here</a>.&nbsp; I won't bother to repeat all the details in this post, but as a quick summary:</p><p>This is an implementation of a mesh renderer similar to the XNA Game Studio Model, ModelMesh, ModelMeshPart design.&nbsp; It can load data from two different model formats:</p><ul><li>The .cmo format used by the <a href="http://code.msdn.microsoft.com/windowsapps/Visual-Studio-3D-Starter-455a15f1" target="_blank">Visual Studio 3D Starter Kit</a>.&nbsp; This is a basic format with an extremely simplistic material system, but can be handy because the ability to convert from .fbx to .cmo is built into Visual Studio 2012.</li></ul><ul><li>The .sdkmesh format used by the legacy DirectX SDK.&nbsp; This is a more advanced format than .cmo, with a richer feature set.&nbsp; You can get a .fbx to .sdkmesh converter <a href="http://blogs.msdn.com/b/chuckw/archive/2012/04/25/samples-content-exporter-update.aspx" target="_blank">here</a>.</li></ul><p>Note: Model currently only supports rigid models. Support for animation, skinning, and frame hierarchy is on our radar for the future, but not yet implemented.</p><p>Check it out, let us know what you think, and a big thank you to Chuck for filling what until today was the biggest hole in our little toolkit!</p><div style="clear:both;"></div><img src="http://blogs.msdn.com/aggbug.aspx?PostID=10388491" width="1" height="1">